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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#946 | |
Captain
![]() Join Date: Jan 2002
Location: Costa Rica
Posts: 527
Downloads: 145
Uploads: 0
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Hi.
Lurker now usees the damage model for ships from Real Fleet Boat and the new crew berth distribution. when you are undergoing a depth charge attack, leaving the TOPSIDE crew "outside" will result in their being killed. you must move the crew to the empty slots in the sub, DONT recruit people for the deck gun and AA guns, they are considered TOPSIDE slots. so you move them to the slots in the conning tower and the crew berthing. this is fairly new. If you want cargo missions or the like, you will have to use a US sub, Uboat missions are to patrol specific grids and engage any shipping encountered. wait till you try to leave the french channel ports and the RAF coastal command comes after you (yes, I still have nightmares on that), they do seem lo like my Uboat for target practice, and forget about AA guns... the surest way to loose crew. any questions feel free to ask, its the best mod for the atlantic and getting better with each release Quote:
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Pacific Thunder Campaing VIII-Retired www.subsowespac.org "Left on their own, engineers can be dangerous" |
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#947 |
Captain
![]() Join Date: Jan 2002
Location: Costa Rica
Posts: 527
Downloads: 145
Uploads: 0
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and the low height scope is known... buy YOU dont WANT to expose more than its necesary.
Its part of the realism settings of Op Monsun, you will have to accept it or manually rise your boat from set periscope depth with the risk of being more visible
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Pacific Thunder Campaing VIII-Retired www.subsowespac.org "Left on their own, engineers can be dangerous" |
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#948 |
Watch
![]() Join Date: Dec 2008
Location: Estonia
Posts: 17
Downloads: 44
Uploads: 0
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thanks a mil.
and about that periscope....thanks for explaining....well sailing in the atlantic isnt like in the bathtub now is it heheehe ![]() but that crew stuff i havent been puting them into the conning tower and crew berthing....but they havent died either! and umm that "secret objective" what about that? do i have to sink between 1000-10000 tonnage anywhere i want? Thanks again! Last edited by Nets15; 12-28-08 at 05:58 AM. |
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#949 | |
Captain
![]() Join Date: Jan 2002
Location: Costa Rica
Posts: 527
Downloads: 145
Uploads: 0
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Well mi amigo, I know that Lurker is more on the "time on station" thing, but if you find a convoy and engage sinking something (and not getting sunk) its a plus, I have tried most of the places:
east coast of england western approaches mid atlantic east coast of the US caribbean - the venezuelan coast the med (very shallow if you ask me) the russian convoys (cold), but I entered the approaches to murmansk and got three merchs and an escort ship so go figure, its a very big area were we can go and patrol, and finding convoys is not so easy have you installed the DIFFERENT SMOKE TMO mod? go search it you will love the different smoke emited by merchs (heavier than warships) but maybe Im a bit off topic. PM me if interested in joining the pacific war (check www.subsowespac.org) enjoy op monsun Quote:
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Pacific Thunder Campaing VIII-Retired www.subsowespac.org "Left on their own, engineers can be dangerous" |
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#950 |
Watch
![]() Join Date: Dec 2008
Location: Estonia
Posts: 17
Downloads: 44
Uploads: 0
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Thanks!
and if i atack merchants i send usually 2 torps(better safe that sorry ![]() and im downloading and installing those ROW mods ![]() ill check that link out tough! PS:what ya think about Kriegsmarine Mod ? Does it run with OM? And cgjimeneza i found one page where u said some good mods but lost it and cant find it anymore....so could u recomend some mods please? Last edited by Nets15; 12-28-08 at 12:48 PM. |
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#951 | |
Captain
![]() Join Date: Jan 2002
Location: Costa Rica
Posts: 527
Downloads: 145
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If you are refering to the kriegsmarine surface warfare, its a work in progress by Ivank and his group, its not yet released and so no, its not compatible
the ships since V500 sink by slowly flooding, there is a patch being done by the RFB to address this (they sink like they want them to, but maybe they will make the ships have less compartments and maybe flood a bit faster and augment the chance of a catastrophic hit (hint hint), dont know if they take into account the cargo the ship is carrying..... when this patch is released it will probably be implemented by Lurker in Op Monsun, but keep in mind that this takes time, however its great fun. Quote:
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Pacific Thunder Campaing VIII-Retired www.subsowespac.org "Left on their own, engineers can be dangerous" |
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#952 |
Watch
![]() Join Date: Dec 2008
Location: Estonia
Posts: 17
Downloads: 44
Uploads: 0
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no no i dont mine the flooding just in the no mod game the merchants exploded after some time after getting a hit by a torpedo......or could it be that the explosion is only for war ships?
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#953 |
Sailor man
![]() Join Date: Nov 2006
Location: Seehausen/Altmark Germany
Posts: 44
Downloads: 6
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Was just looking into some files, to find, where to change the pos of the watchcrew.:hmm: Has anyone played with this jet? I think the positiones with two people in the front part on each side and the other two people on the AA-gun-garden the so caled "Wintergarten" but both on the port side is not as correkt as could be.
The two after sector watchman should stay in the aft part of the bridge and watch to both sides and not on the "Wintergarten" Can anyone tell me where to look to this problem? Thanks in advance |
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#954 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
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#955 |
Watch
![]() Join Date: Dec 2008
Location: Estonia
Posts: 17
Downloads: 44
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i got an prob.
evry time i go to the sonar(i think ) the screen is just grey. i can see all the command menu but the scren where the 360 circle suposed to be is just grey. Last edited by Nets15; 12-29-08 at 06:42 AM. |
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#956 |
Watch
![]() Join Date: Dec 2008
Location: Ukraine
Posts: 18
Downloads: 99
Uploads: 0
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Good day to you!
I am playing your mod and its very nice, thank you a lot! It brings the new life to the game! And now a couple of questions. 1q) im using OpsMonsun_V600 OMV600_Patch1A (1) RUIM v1.0 for SH4v1.5 (Hi-res) (2) RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on (Hi-res) (3) RUIM v1.0 for SH4v1.5 Awards add-on (Hi-res) and then im trying to install different smoke http://www.subsim.com/radioroom/showthread.php?t=140535 it shows a conflict of files: http://www.shareapic.com/public/view/full/30863 what should i do to fix it? because if im using this mods at one time some ships starts to have wrong dimension and even not moving at all 2q) i found a little bug when rotating the camera can you fix this plz http://www.shareapic.com/public/view/full/30864 http://www.shareapic.com/public/view/full/30865 looks like the stairs just cutting when the camera rotates 3q) what other fixes can you add to your addon? is this already added? Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX http://www.subsim.com/radioroom/showthread.php?t=132134 Sorry for my bad english, im from Ukraine and its not my native Happy new year! Last edited by REIS; 12-29-08 at 08:02 AM. |
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#957 |
Captain
![]() Join Date: Jan 2002
Location: Costa Rica
Posts: 527
Downloads: 145
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there is no problem on different smoke, you can enable it without screwing anything
__________________
Pacific Thunder Campaing VIII-Retired www.subsowespac.org "Left on their own, engineers can be dangerous" |
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#958 |
Watch
![]() Join Date: Dec 2008
Location: Estonia
Posts: 17
Downloads: 44
Uploads: 0
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im using Spaxs SH4 Uboat Speech Fix V8
OMv600 OM600 patch1A 1RUIM 3Ruim 2Ruim ROW main load screen Row Camera vs 1a ROW Object reflections and search Lights Row New seafoam Row textures with sun Row special effects with stoc zones Row Sky and ocean controlls Addon for reflections of the water UBM mission pack Kriegsmarine chart colour I dont get why the sonar is all gray, i cant see it but when i click some where it works. |
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#959 |
Grey Wolf
![]() Join Date: May 2005
Location: Somewhere over there
Posts: 834
Downloads: 46
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Is there a way to change the default eye point for the player in the control room of this boat?
The default position is toward the back of the room, next to the bed and kitchen, and not by the navigator's table, facing the gauges. It would seem someone thought that the chute by the captain's bed is the main hatch, which it is not. The one between the dive plane position and navigation table instead is. |
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#960 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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RUIM v1.0 for SH4v1.5 (Hi-res) RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on (Hi-res) RUIM v1.0 for SH4v1.5 Awards add-on (Hi-res) And I have no idea how they effect the performance of OM ==================== In reference to “different smoke merchants&warships” mod which has file dates of Aug 2008, they do “conflict” with the current .sim files in OM600. If you use it and OM stops functioning, you need to remove that mod. ======================= In reference to “i found a little bug when rotating the camera can you fix this plz”, OM makes no changes to the camera.dat file, and if I did it would conflict with other mods like RFB & TMO. ================= In reference to “what other fixes can you add to your addon? is this already added? Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX”, this mod is already part of OM. My recommended “add-on” mods is at the bottom of the first post of this thread. =================== Last to everyone. I do not look at “very possible” mod that is out there. If you load it up, after OM and JSGME generates a “conflict” warning and you go ahead an loaded it anyway and OM no longer works correctly, “It is NOT my problem”, so don’t ask me to fix it, because I won’t |
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